View Full Version : Dev Interview Question
Galhagar
2003-02-10, 01:44 AM
In the interview they ask about ragtype (or something along those lines) physics. I was wondering what that is. Thanks!
OmnipotentKiwi
2003-02-10, 01:48 AM
Ragdoll physics is what gives you the real cool looking death sequence in Unreal Tournament 2003
Incompetent
2003-02-10, 01:50 AM
It's where when you die, there isn't any animation, you body does what it would have really done, so if you got shot near a wall, instead of falling through the wall, you would slump up against it. UT2k3 is a good example of it ragdoll physics.
Sputty
2003-02-10, 10:42 AM
It's also a little unrealistic in some ways in UT2K3 where to bodies will go flying and such. FOr now there's only death animations in PS. BTW, the animation site where you can download some videos and different animations like people getting in and out of vehicles and a TR MAX anchoring. I think the one with the TR MAX anchoring shows him dying right after anchoring. If someone can get a link to that site then hew could download that
Squeeky
2003-02-10, 11:02 AM
I love the ragdoll pysichs in Hitman 2:SIlent Assasin. The karma engine is great for ragdoll pysichs, pump a shotgun round into someone, they fly across the room
MrVulcan
2003-02-10, 11:05 AM
that movie is on this site
Kyonye
2003-02-10, 11:10 AM
i would understand a grenade going off and a person flying back 5 feet. if they make it that you get a shotgun shell in the chest and you fly back, it would stupid. that doesn't happen in reality.. maybe in the movies but not in reality.
Nomikahn
2003-02-10, 11:27 AM
Actually, if you took a shot from the jackhammer in real life, and especially if you were wearing armor, you would be lifted and thrown back quite a bit. Without armor it would have the chance of not stopping the projectiles and having to move the torque from the bullet to you. So...yea, flying back like 3-5 ft. when getting shot from a shotgun would be realistic.
Kyonye
2003-02-10, 11:28 AM
true but there talking about being lifted far and thrown back hard against a wall.
Nomikahn
2003-02-10, 11:30 AM
Bah, I'm too tired to be reading the forums...sorry, well then yea. That wouldn't be realistic. :D
Kyonye
2003-02-10, 11:33 AM
NP. realism is what i'm hoping for in this game and it seems that is what there giving us.
Nomikahn
2003-02-10, 11:36 AM
Yea, I'm really happy with the realism:futuristic balance. I just hope they don't go and totally do something to turn it all around and destroy our dreams. The only thing I would ask for right now, is a prone position :D
Play Dave Mirra 2 for PS2. Crash into stuff, and those are ragdoll physics =)
Ragdoll physics is the best, funny as hell.
Nomikahn
2003-02-10, 11:38 AM
Dave Mirra 2's Ragdoll physics is just wrong, I mean, one time I managed to crash and land the bike upside down onto a grind. You think they would at least tweak the mod a bit? Heh.
Kyonye
2003-02-10, 11:39 AM
Ragdoll physics is probably what will make the game even better. when most people play the game, even if its a great game, people would like to see good graphics, physics, the likes. they don't want to see someone die and magically fall through a wall.
OmnipotentKiwi
2003-02-10, 11:44 AM
I imagine the problem with ragdoll physics is the same as anything else cool they leave out, lag. I bet netcode for lag doll, er... rag doll physics is quite big, since it is another calculation, in many points, of a death, while an animiation is just a "play" coding.
MrVulcan
2003-02-10, 12:17 PM
now why cant i delete posts???? This is soo odd.......
Iceman
2003-02-10, 12:28 PM
Actually, the ragdoll physic usually does not use that much lag, because in most cases, the 'ragdoll' or 'physic' effect is client side only. From the moment the entity (player) dies, the servers sends that information to all the clients, and the clients activates the ragdoll.
So not everyone sees the death the same way. I'm not sure if this is how UT2003 deals with this, but that is how 'RainbowSix3: Ravenshield' deals with it. Everyone sees the dead bodies differently.
So no lag issue. If you choose to 'activate' the ragdoll effect, you just need a little 'more' cpu juice.
And for sure, it would be a very nice addition in the planetside universe to have that kind of physics for dead bodies and flying vehicules that crash-land.
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